Good morning Robert,

On Wednesday 08 November 2006 18:16, Robert Osfield wrote:
> At a first pass I just watch the update, cull and draw and GPU stats
> that osgProducer::Viewer provides.  Then once this gives me an overall
> picture I then look at the traversal that is giving the most problem.
> Do this I just go in a add code like:
>
>   osg::Timer_t startTick = osg::Timer::instance()->tick();
>   ... do stuff...
>   osg::Timer_T endTick = osg::Timer::instance()->tick();
>   double timeTaken = osg::Timer::instance()->delta_ms(startTick,endTick);
>
> And the output the results to the console or a file.
>
> Crude but effective.
Thanks!
That is that kind of information what I would like to hear :)

> > BTW: you told me that there is a scenegraph balancer in the Optimizer?
> > Which optimization flag is that?
>
> Ahh I think this would be a good exercise for the reader, have a look
> at the options bit mask at the top of the include/osgUtil/Optimizer
> header.  The enum lists should give you an ideal of all the
> optimization traversals available.  See if you can spot the one that
> balances a scene graph (creates a quad tree).
Ok, found it :)
I sucessfully use that otimizer and had a quick look into the flags and did 
not remeber something like 'balance' or 'quad tree' or whatever.
As german - I expect you have already identified that - I had not connected 
spatialize with a quadtree ...

Aehm, I came across something in osg::Material.
The osg::Material::apply routine is the only place where glEnable is called 
outside the codepath used for the osg::StateSet::setMode().
I wonder if this is a source for inconsistencies in the osg::State in the 
sense that osg::State believes GL_COLOR_MATERIAL is not enabled but the 
osg::Material::apply just did enable that?

   Greetings

            Mathias

-- 
Dr. Mathias Fröhlich, science + computing ag, Software Solutions
Hagellocher Weg 71-75, D-72070 Tuebingen, Germany
Phone: +49 7071 9457-268, Fax: +49 7071 9457-511
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